Game server, game control method, and game machine

ABSTRACT

A return is reliably executed to a player who has paid a predetermined amount to a game machine. The timing of this return is determined by lottery, and its result is displayed on the game machine. This thrills the player with expectation of the return, thereby keeping the player long on the same game machine. As the result, it is avoidable that the player waiting for a prize for a long time loses enthusiasm for the game and keeps away from the ball (i.e., a reduction in the number of customers).

FIELD OF THE INVENTION

[0001] The present invention relates to a technique of controlling areturn executed to players of pachislo game (Japanese slot game),pachinko (vertical pinball game), etc.

BACKGROUND OF THE INVENTION

[0002] Generally, a hall is equipped with a plurality of game machinesfor pachinko game, pachislo game, etc. Each game machine in this hall isconstructed so that a game is started with throwing of a game mediumsuch as a pachinko ball or medal, and the game medium is paid outcorresponding to a winning state (style) occurred in the course of thegame.

[0003] This game machine is set such that a winning state occurs at apreset probability. Therefore, the player continues the game inexpectation of a prize.

[0004] In the game machine that produces a prize merely depending on theprobability as described, the probability of prize converges on thepreset probability by performing a significant number of games.Accordingly, there is the following occasions: i) a player performing asmall number of games has the fortune to get a prize before long; andii) every player performing a large number of games is not reserved forprize. With the game machine of this type, gambling characteristics canbe enhanced to make the game more amusing. On the other hand, the playerwaiting for a prize for a long time might lose enthusiasm for the gameand keep away from the hall (i.e., a reduction in the number ofcustomers).

[0005] In order to solve the above disadvantage, for example, there hasbeen proposed the following techniques of: i) controlling return ratesin game machines such that the average of the returns rates in all thegame machines has a predetermined value (Japanese Patent Laid-OpenPublication No. 6-79051); and ii) adjusting the probability of prize inconsideration of the profit rate of a hall and the return rate toplayers (Japanese Patent Laid-Open Publication No. 11-253640). However,the techniques disclosed in these publications are still not directed toguarantee a return to players, although the players will suffer nounfairness by eliminating variations in the probability of a big prizeper game machine.

[0006] As a typical slot game machine (slot machine), there is one thatemploys the following technique: i) depending on the consumed number ofgames, the probability of a big prize is changed so as to produce thebig prize more frequently (Japanese Patent Laid-Open Publication No.8-24401); or ii) the probability of prize on a reel slot is controlledto be changed depending on the medal payout rate during the past certainperiod of time (Japanese Patent Laid-Open Publication No. 11-146938).With the slot game machines employing the above technique disclosed inthese publications, the probability of a big prize is increaseddepending on the consumed number of games. This burdens on a hallcontrolling a plurality of game machines. As the result, a reduction inthe total returnable amount is unavoidable. In other words, thetechniques in these publications are not directed to guarantee a returnto players.

[0007] As a typical medal game machine, there is one that employs atechnique of paying out a predetermined number of medals per gamemachine, when a predetermined wining-prize character occurs (JapanesePatent Laid-Open Publication No. 10-118247). However, this medal gamemachine is set such that the player can receive a profit of bonus when aspecific winig-prize character occurs. Therefore, this machine is notdirected to guarantee a return to players.

[0008] In a casino hall where a plurality of slot machines are disposed,part of credit consumed in every slot machine is reserved. When theamount of reservation reaches a certain sum of money, there is moved tothe so-called “jackpot” mode that an exceedingly large amount is paidout to a certain slot machine. Concretely, every slot machine is set soas to produce a prize at a preset probability in the normal mode.Therefore, the player continues a game in expectation of a prize. In themeantime, the jackpot occurs on a certain slot machine at a given timingby lottery that is different from the usual prize lottery based on apreset probability set on the slot machines. In the case that thejackpot is so produced on a certain slot machine only, the sum of moneyobtained by the jackpot is extremely large. Such gamblingcharacteristics can make the game more interest, whereas the probabilityof jackpot is extremely low, thereby failing to guarantee a returndepending on the sum of money that the player throws in.

[0009] As stated above, the conventional game machines do not guaranteeany return. Therefore, if a player receives no prize by performing agame for a while, the player unavoidably abandons the game itself ormoves to other game machine and performs a game again. As the result,the player is less likely to perform a game with one game machine for along period,

SUMMARY OF THE INVENTION

[0010] Accordingly, it is an object of the present invention to overcomethe above described technical problem by guaranteeing a return to aplayer thereby to prevent the player from keeping away from the hall, sothat the player performs a game at one game machine for a long time.

[0011] The present inventor has conceived that the above object can beaccomplished by configuring such that a return is reliably executed to aplayer who has paid a predetermined amount, and that the timing of thisreturn is determined by lottery and its result is displayed on a gamemachine.

[0012] Specifically, the present invention based on this concept is asfollows:

[0013] (1) A player who has performed a game with one game machine for awhile can reliably receive a predetermined return, irrespective of theresult of the game on the game machine. This avoids that the playerwaiting for a prize for a long time might lose enthusiasm for the game.In addition, the timing at which the return is executed is determined bylottery and its result is display on the game machine. This thrills theplayer with expectation of the return. As a display style of the lotteryresult, there are, for example, (i) “You have N games up to a return”;and (ii) “You missed this time but are in lottery mode.” The playerwatching such a display will continue the game on the same game machine.Therefore, it is possible to keep the player long at the same gamemachine.

[0014] (2) When performing a lottery for determining the timing of areturn, there is displayed on the game machine only the fact that atiming lottery was performed (i.e., it is brought into the state that areturn will soon be executed), without displaying on the game machine aconcrete timing at which the return is executed. With thisconfiguration, the player can continue a game with the same game machinewhile expecting that “a return will soon be executed.” As the result, itis possible to keep the player long at the same game machine. Inaddition, the information that “a return will soon be executed,” whichcontains no information of a concrete return timing, will thrill theplayer with expectation. As the result, the game will be moreinteresting.

[0015] The present invention, advantage in operating the same and aimswhich are attained by implementing the present invention will be betterappreciated from the following detailed description of illustrativeembodiment thereof, and the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

[0016]FIG. 1 is a diagram showing, in simplified form, the configurationof a game medium return system according to one preferred embodiment ofthe present invention;

[0017]FIG. 2 is a perspective view showing the appearance of a gamemachine;

[0018]FIG. 3 is a vertical sectional view of the game machine;

[0019]FIG. 4 is a block diagram showing the electrical configuration ofthe game machine;

[0020]FIG. 5 is a block diagram showing the electrical configuration ofa game server;

[0021]FIG. 6 is a flowchart showing the flow of control of the gamemachine;

[0022]FIG. 7 is a flowchart showing the flow of operation of the gamemachine;

[0023]FIG. 8 is a flowchart showing the flow of operation when the gameserver prepares for a return; and

[0024]FIG. 9 is a flowchart showing the flow of operation when the gameserver performs the return.

DETAILS DESCRIPTION OF THE PREFERRED EMBODIMENT

[0025] One preferred embodiment of the present invention will bedescribed below in detail, based on the accompanying drawings.

[0026] [Overall Configuration of System]

[0027]FIG. 1 is a simplified diagram showing the configuration of a gamemedium return system according to one preferred embodiment of theinvention. Referring to FIG. 1, this game medium return systemcomprises: i) a game server 1; and ii) a plurality of game machines 2installed in a hall.

[0028] The game machines 2 are connected via a network NT to the gameserver 1, so that a variety of information are sent to and received fromthe game server 1 via the network NT.

[0029] The game server 1 controls a plurality of game machines 2 anddiscriminates the source of data sent from the game machines 2, based onthe identification numbers being individual to the game machines 2. Whenthe game server 1 sends data to any of the game machines 2, the gameserver 1 designates its destination by using the aforementionedidentification numbers,

[0030] In the following description, the term “game server” is merelyreferred to as a “server.”

[0031] [Mechanical Configuration of Game Machine]

[0032]FIG. 2 is a perspective view showing the outward appearance of agame machine. FIG. 3 is a vertical sectional view of the game machine.Referring to FIGS. 2 and 3, a game machine 2 is a slot game machine(slot machine) and has a frame body 3.

[0033] The frame body 3 is in the shape of hollow box. A front panel 4is attached to the frame body 3 via hinges 3A and 3B so that it is ableto open and shut.

[0034] Attached to the rear surface of the front panel 4 is a casing 6,with which three rotating drums 5 (5A to 5C) arranged across the widththereof are covered from their back face.

[0035] The drums 5A to 5C are of tubular shape and are supportedrotatively about rotary axes 7. On the peripheral surfaces of the drums5A to 5C, symbol marks (e.g., FIG. “7”, bell, plum, cherry etc.) arerespectively drawn so as to be aligned in a row around their periphery.Of the symbol marks drawn on the peripheral surfaces of the drums 5A to5C, one symbol mark per drum is visible from the front side of the gamemachine 2 via windows 8A to 8C disposed on the front panel 4.

[0036] The rotary axes 7 of the drums 5A to 5C are attached rotativelyvia bearings (not shown) to a predetermined bracket (not shown) of theframe of the game machine 2. Every one end of the rotary axes 7 iscoupled to output axes of stepping motors 11A to 11C (see FIG. 4).Thereby, the drums 5A to 5C are rotatively driven by the stepping motors11A to 11C, respectively, and controlled such that they are stopped at apredetermined rotational angle position by a control device 12 (see FIG.4).

[0037] Projection parts (not shown) indicating a standard position aredisposed on the peripheral end parts of the drums SA to SC. The controldevice 12 detects the rotational standard positions of the drums 5A to5C when these projection parts cross the optical 6 axes of opticalsensors (not shown), which are disposed so as to correspond to the drums5A to 5C. The rotational speed of the stepping motors 11A to 11C is setso as to make constant a fluctuating display speed of symbol marks.

[0038] Bet line indicator lamps 13 are disposed adjacent to the windows8A to 8C. The lamps 13 have the function of indicating which line of aplurality of symbol mark stop lines displayed on windows 8A to 8C hasbeen selected as an object of bet.

[0039] A control part 14 is disposed on the front panel 4. The controlpart 14 has a bet button 16. The bet button 16 is used in setting thenumber of medals to be bet among the medals thrown in via a throw-inslot 15. When the player pushes the bet button 16 by the number ofmedals on which the player desires to bet, the corresponding bet lineindicator lamp 13 is lighted up. The upper limit of bet medals is threein the game machine 2.

[0040] The bet line varies depending on the depression number of the betbutton 16. Concretely, by one depression, the object of bet is a singleline extending horizontally in the middle stage of the windows 8A to 8C.By two depressions, the object of bet amounts to three lines obtained byadding two lines extending horizontally in the upper and lower stages ofthe windows 8A to 8C, to the above-mentioned line. By three depressions,the object of bet amounts to five lines obtained by adding two lines onthe diagonal of the windows 8A to 8C, to the above-mentioned threelines. Four or more depressions are invalid.

[0041] When a bet medal number is set according to the above-mentionedprocedure, the control device 12 takes medals corresponding to the betmedal number set by the player. Take of the medals establishes the gamestart conditions. In this state, when the player operates a start lever17, the control device 12 rotates the drums 5A to 5C. That is, the betmedal number is credit consumption for performing a game.

[0042] The control part 14 has three stop buttons 18A to 18C disposed atlocations that correspond to the drums 5A to 5C, respectively. Depressof the stop buttons 18A to 18C, the drums stop in response to thedepressions.

[0043] The front panel 4 has digital indicators 19. The indicators 19display the following contents: i) the number of medals thrown in beforestarting a game; ii) the number of medals to be discharged; and iii) thecontents of return guarantee (for example, “by consuming 25,000YEN,5,000YEN is returned.”). When one of predetermined specific combinationsof symbol marks (wag states) in the drums 5A to 5C is aligned on thestop line on which the player bets, a medal payout device discharges apredetermined number of medals to a medal payout tray 20, according tothe weight of the combination (the type of a combination of symbolmarks). In addition, when executing a return, the server 1 performs alottery for determining the timing at which the return is executed, andits result is sent from the server 1 to the game machine 2 and thendisplayed on the indicator 19. As example of such display, there are forexample (i) “You have N games up to a return”; and (ii) “You missed thistime but are in lottery mode.” The player watching such a display willcontinue the game with the same game machine.

[0044] A player sensor 21 for player detection is disposed on a frontpart of the game machine 2. The player sensor 21 detects the playerseated before the game machine 2. For example, an infrared ray sensor isusable as the player sensor 21. When output level variations in theplayer sensor 21 continues for a predetermined period of time or more, aCPU 33 (see FIG. 4) judges that a player is seated before the gamemachine 2. On the other hand, when the output of the player sensor 21indicates the absence of any player, the CPU 33 activates an internaltimer. Then, if the absence of any player continues for a predeterminedperiod of time or more, the CPU 33 judges that the player has ceasedplaying on the game machine 2. Thereby, even if the player istemporarily apart from the game machine 2, it is not judged that theplayer has terminated his/her play at that time. The presence of anyplayer is judged by the player sensor 21, it is possible to employ thefollowing methods. Concretely, (i) A card reader that reads game playerinformation from identification cards being individual to players isattached to the game machine 2 and, based on the player information readby the card reader, the player performing a game is discriminated and itis detected whether the player terminates the game; or (ii) A weightsensor is attached to a stool of the game machine 2. Based on the outputof the weight sensor, the presence of any player is judged.

[0045] [Electrical Configuration of Game Machine]

[0046]FIG. 4 is a block diagram showing the electrical configuration ofa game machine. Referring to FIG. 4, a control device 12 of the gamemachine 2 comprises: i) first interface circuit group 31; ii)input/output bus 32; iii) CPU 33; iv) ROM 36; v) RAM 37; vi) randomnumber generator 38; vii) second interface circuit group 39; and viii)communication interface circuit 41.

[0047] The bet button 16 is connected to the first interface circuitgroup 31 that is connected to the input/output bus 32. When the playerdepresses the bet button 16, an operation signal is issued from the betbutton 16 to the interface circuit group 31. The interface circuit group31 converts the operation signal to a predetermined voltage signal andprovides it to the input/output bus 32. Accordingly, before starting aplay, a predetermined number of medals corresponding to a valueindicated by the operation signal are thrown into the game machine 2 asthe object of bet.

[0048] The input/output bus 32 performs input/output of data signals oraddress signals to the CPU 33.

[0049] The start lever 17 and stop buttons 18A to 18C are connected tothe first interface circuit group 31. The first interface circuit group31 converts i) a start-up signal issued from the start lever 17; and ii)a stop signal issued from the stop buttons 18A to 18C, to predeterminedvoltage signals, and provides these signals to the input/output bus 32.

[0050] When the start lever 17 is operated to start a game, the start-upsignal is provided to the CPU 33. Upon receiving the start-up signal,the CPU 33 issues a control signal to the stepping motors 11A to 11C inorder to rotate the drums 5A to 5C.

[0051] When the stop buttons 18A to 18C are depressed to stop the drums5A to 5C, the respective stop signals are provided from the stop buttons18A to 18C to the CPU 33. If desired to stop the first drum 5A, theplayer operates the first stop button 18A. If desired to stop the seconddrum 5B, the player operates the second stop button 18B. If desired tostop the third drum 5C, the player operates the third stop button 18C.Upon receiving the stop signal, the CPU 33 issues the stop signal to thestepping motors 11A to 11C, in order to stop the drum corresponding tothe operated stop button.

[0052] Rotational position sensors 34A to 34C are connected to the firstinterface circuit group 31. The sensors 34A to 34C are disposed in thevicinity of the stepping motors 11A to 11C, respectively. The sensors34A to 34C issue angle position signals that respectively indicate therotational angle positions of the stepping motors 11A to 11C, to theinterface circuit group 31. For example, rotary encoders can be employedas the rotational position sensors 34A to 34C.

[0053] Standard position sensors 35A to 35C are connected to the firstinterface circuit group 31. The sensors 35A to 35C are disposed in thevicinity of the drums 5A to 5C, respectively. Upon detecting thestandard positions of the drums 5A to 5C, the sensors 35A to 35C issuesignals of the standard positions to the interface circuit group 31. Thestandard position sensors 35A to 35C consist of the above-mentionedoptical sensor.

[0054] The player sensor 21 is connected to the first interface circuitgroup 31. When the player sensor 21 detects that a certain player isplaying on the game machine 2, it issues a player detection signal tothe interface circuit group 31.

[0055] The CPU 33 detects: i) angle position signals issued from therotational position sensors 34A to 34C; and ii) standard positionsignals issued from the standard position sensors 35A to 35C, therebyobtaining data of symbol marks displayed on the windows 8A to 8C.

[0056] The ROM 36 and RAM 37 are connected to the input/output bus 32.The ROM 36 stores: i) a program under which the game machine 2 iscontrolled so as to pay out a game medium such as medal; and ii) aninitial value of variable used in the program. On the other hand, theRAM 37 stores flags and variable values.

[0057] More specifically, the ROM 36 stores a data group indicatingcorrespondence between a combination of symbol marks and random numbers.The random number generator 38 for generating the above random numbersis connected to the input/output bus 32. When the CPU 33 issues aninstruction for generating random numbers to the random number generator38, the random number generator 38 generates random numbers in apredetermined range and issues a signal indicating the random numbers tothe input/output bus 32. When a random number is issued from the randomnumber generator 38, in order to determine a combination of symbol marksthat corresponds to the random number, the CPU 33 searches the abovedata group and then substitutes a value corresponding to the combinationof symbol marks.

[0058] The communication interface circuit 41 is connected to theinput/output bus 32. This circuit 41 is used in sending and receivingdata between the game machine 2 and server 1.

[0059] Either one of normal game and special game can be played on thegame machine 2.

[0060] In the normal game, there are i) an enabled prize-winning statusthat a combination of symbol marks stopped and displayed on an effectiveline can match a prize-winning pattern; and ii) unable prize-winningstatus that a combination of symbol marks cannot match a prize-winningpattern.

[0061] In the unable prize-winning status, examples of symbol markcombinations that change on effective lines are: i) a failure pattern;and ii) a small prize pattern. The term “small prize” means that apredetermined number of symbol marks such as “cherry” and “bell” arealigned on an effective line and a few medals are discharged to thepayout tray 20. On the other hand, the term “failure pattern” meansthat, unlike the small prize pattern, symbol marks are not aligned onany effective line and no medals are discharged. The unable prize-wigstatus can move to the enabled prize-winning status by an internallottery processing to be described hereafter. In the unableprize-winning status, any prize-winning pattern cannot be alignedirrespective of a timing at which the stop buttons 18A to 18C aredepressed. Hence, it is impossible to move to the special play status.

[0062] On the other hand, only in the enabled e-winning status, acombination of symbol marks stopped and displayed by a timing at whichthe stop buttons 18A to 18C are depressed will match a prize-winningpattern. In other words, this state allows for “aiming (observationpush).” When a combination of symbol marks stopped and displayed on aneffective line matches a prize-winning pattern, the player wins a prizeand the game mode moves to the special game providing a chance ofobtaining a large number of medals. When the player fails to obtain anyprize-winning pattern by missing a timing of depressing the stop buttons18A to 18C, the above-mentioned failure pattern or small prize patternis aligned. If once the enable prize-winning status is set, this statuscontinues until a combination of symbol marks stopped and displayedmatches a prize-winning pattern. There is no change (move) to the unableprize-winning status.

[0063] In the special game, it is so arranged that there is extremelyhigh probability that a combination of symbol marks stopped anddisplayed on an effective line will match a small prize pattern. Thisleads to a high possibility of obtaining a large number of medals. Onfinishing the special game, the game mode moves to the normal game. Inthe case of moving from the special game to the normal game, a decisionas to whether the game proceeds in the enabled prize-winning status orthe unable prize-wig status is made by an internal lottery processing tobe described later.

[0064] The second interface circuit group 39 is also connected to theinput/output bus 32. To the circuit group 39, there is connected: i)stepping motors 11A to 11C; ii) bet line indicator lamp 13; iii)indicator 19; and iv) speaker 40. The circuit group 39 provides a drivesignal or drive power to the above components. For instance, when theplayer depresses the bet button 16, a drive current is applied to thebet line indicator lamp 13, in order to indicate a bet line that becomeseffective in accordance with the number of throw-in medals. When a gameis over, a drive signal is applied to the indicator 19, in order toindicate the score corresponding to the prize-winning status at thattime. The speaker 40 issues an effect sound corresponding to the gamestatus, when a game begins or terminates.

[0065] [Electrical Configuration of Game Server]

[0066]FIG. 5 is a block diagram showing the electrical configuration ofa game server. Referring to FIG. 5, a server 1 has a data bus BUS. Tothe data bus BUS, there is connected i) CPU 51; ii) memory 52; iii)communication interface 53; and iv) database 54.

[0067] The CPU 51 executes various processings according to programsstored in the memory 52. Specifically, the CPU 51 receives data from thegame machine 2 via a communication line connected by the communicationinterface 53, and stores data in the memory 52. This data is for examplethe upper limit data, return rate data and the like of a plurality ofgame machines 2 under the control of the server 1, that is, informationsent from each game machine 2 under the control of the server 1. The CPU51 reads a program stored in the database 54 on the memory 52, andprogresses the program based on the information sent from each gamemachine 2 which is stored in the memory 52. The progress of the programis stored in the database 54.

[0068] It is assumed in the following, for purposes of description, thatthe game machine 2 is activated in advance, and flags and variables areinitialized to a predetermined value.

[0069] [Basic Operation of Game Machine]

[0070]FIG. 6 is a flowchart showing the flow of control of a gamemachine. Referring to FIG. 6, firstly, the CPU 33 connected with thegame machine 2 judges whether the bet button 16 is pressed by a certainplayer (step S11). This bet-button operation judgment processing isexecuted in accordance with the pressing operation to the bet button 16,and includes the following processing: i) detecting whether an operationsignal is issued from the bet button 16 in response to the pressingoperation to the bet button 16, thereby storing the number of gamemedals thrown in by the above operation (i.e., a medal credit number);and ii) issuing a drive signal to the bet line indicator lamp 13, inorder to indicate the bet line that becomes effective in accordance withthe number of throw-in medals.

[0071] Upon completing the bet-button operation processing, the CPU 33judges whether the pressing operation to the bet button 16 is performedand the operation of the start lever 17 is performed (step S12). Whenthe CPU 33 judges that both operations are performed, the CPU 33 movesthe processing to step S13. On the other hand, when the CPU 33 judgesthat both are not performed or neither operation is performed, the CPU33 returns the processing to step S11, and performs the bet-buttonoperation processing again. As will be described hereafter, a period oftime that all the drums 5A to 5C are started in rotation and are broughtinto a stop is referred to as a sequence of game (play).

[0072] Upon moving to the processing of step S13, the CPU 33 executes aninternal lottery processing (step S13). This internal lottery processingincludes the following processing of: i) controlling the random numbergenerator 38 to generate random numbers; and ii) searching a data groupindicating the correspondence between combinations of symbol marks andrandom numbers, thereby deciding a combination of symbol marks inaccordance with the generated random numbers. The combination of symbolmarks stopped and displayed on the previous game is stored in the RAM37, as will be described hereafter. By the CPU 33, this combination ofsymbol marks stored in the RAM 37 is read and used for an internallottery processing in the following game.

[0073] In the internal lottery processing, a combination of symbol marksthat can be stopped and displayed is determined by lottery, and a valueindicating the lottery result is substituted to a lottery data for anongoing game (i.e., a current game lottery data). For instance, when itis in the unable prize-winning status and in failure pattern, thecurrent game lottery data is set to “00”. When it is in the unableprize-winning status but a match with a small prize pattern occurs, thecurrent game lottery data is set to “01”. When it is in the enabledprize-winning status, the current game lottery data is set to “12”. Whenit is in the special game status and in failure pattern, the currentgame lottery data is set to “20”. When it is in the special game statusand a match with a small prize pattern occurs, the current game lotterydata is set to “21”.

[0074] Upon completing the above-mentioned internal lottery processing,the CPU 33 reads a subroutine about stepping motor control processing(not shown) and issues, based on this subroutine, control signals to thestepping motors 11A to 11C, in order to drive each motor at apredetermined rotational speed (step S14). The term “rotational speed”means a speed at which symbol marks are changeably displayed by therotation of the drums 5A to 5C in the above-mentioned sequence of games.That is, any speed in transient circumstances, such as immediately afterthe drums are started in rotation and immediately before they arebrought into a stop, is excluded from the concept of the rotationalspeed.

[0075] In this preferred embodiment, there is a lottery data of a gameperformed in the past (i.e., a past game) that corresponds to theabove-mentioned current game lottery data. This past game lottery datais data indicating the lottery result of a game performed before anongoing game (i.e., a current game), and this data is stored in the RAM37. As will be described hereafter, in the normal game that is the nextto be performed after the special game is over, the past game lotterydata is reset before the first game is started. The past game lotterydata is updated by sequentially accumulating the current game result inthe previous game result.

[0076] Upon completing the above-mentioned stepping motor controlprocessing, the CPU 33 judges whether the player depressed any one ofthe stop buttons 18A to 18C, in order to stop the drums 5A to 5C, and astop signal of the stop buttons 18A to 18C is issued or not (step S15).When the CPU 33 judges that no stop signal is issued from the stopbuttons 18A to 18C, the CPU 33 executes again step S15. On the otherhand, when the CPU 33 judges that a stop signal is issued from any oneof the stop buttons 18A to 18C, the CPU 33 stops the stepping motors 11Ato 11C (step S16). This stepping motor stop processing includes: i)controlling the random number generator 38 to generate random numbers;and ii) searching a data group indicating the correspondence betweencombinations of symbol marks and random numbers, thereby deciding acombination of symbol marks in accordance with the generated randomnumbers.

[0077] The CPU 33 obtains symbol marks currently appearing on thewindows 8A to 8C, based on i) rotational position signals issued fromthe rotational position sensors 34A to 34C; and ii) standard positionsignals issued from the standard position sensors 35A to 35C. Uponobtaining of the symbol marks, the CPU 33 controls the stepping motors11A to 11C and decides a stop position, in accordance with i) theabove-mentioned symbol mark data and ii) the current game lottery dataset in the above-mentioned internal lottery processing (step S13).

[0078] Although the CPU 33 stops the stepping motors 11A to 11C inaccordance with the current game lottery data, if judged that any one ofthe stop buttons 18A to 18C is pressed, the CPU 33 can apply anadditional drive to the stepping motors 11A to 11C, under prescribedconditions. Specifically, when any symbol mark corresponding to thecurrent game lottery data cannot be stopped and displayed, an additionaldrive in the range of the maximum amount of four symbol marks can beapplied to the stepping motors 11A to 11C. In this connection, if anysymbol mark corresponding to the current game lottery data is notpresent in that range, it is impossible to stop and display any symbolmark corresponding to the current game lottery data. For instance, evenwhen in the enabled prize-winning status, two drums are already stoppedand there is a symbol mark(s) allowing for match with a wining pattern,whether the player obtains the winning pattern depends on the timing atwhich the player operates the stop button corresponding to the last drumto be stopped. On the other hand, when in the unable prize-winningstatus, two drums are already stopped and there is a symbol mark(s)allowing for match with a winning pattern, the stepping motors 11A to11C are controlled so as not to provide a match with the winningpattern, irrespective of the timing of operation of the stop buttoncorresponding to the last drum to be stopped.

[0079] Upon completing the above-mentioned stop control processing, theCPU 33 judges whether all the stop buttons 18A to 18C are depressed(step S17). In other words, the processing of step S17 is to judgewhether all the stop signals issued in accordance with the operation tothe stop buttons 18A to 18C are detected. When the CPU 33 judges thatall the stop buttons 18A to 18C are not operated, the CPU 33 returns theprocessing to the above-mentioned step S15. On the other hand, when theCPU 33 judges that all the stop buttons 18A to 18C are operated, the CPU33 moves the processing to step S18.

[0080] Upon moving to the processing of step S18, the CPU 33 judgeswhether a combination of symbol marks aligned on an effective linematches with a winning status, and pays out a game medal correspondingto the wining status (step S18). In this medal payout processing, whenthe CPU 33 judges that the combination of symbol marks aligned in theeffective line matches the wining state, the CPU 33 calculates thenumber of payout game medals corresponding to the winning status, andpays out the number of medals corresponding to the calculated number.Thereafter, the CPU 33 moves the processing to step S19. On the otherhand, when the CPU 33 judges that the combination of symbol marksaligned in the effective line does not match the wining state, the CPU33 performs no game medal payout and moves the processing to step S19.

[0081] Upon moving to the processing of step S19, the CPU 33 mainlystores the above-mentioned current game lottery data (step S19). In thispreferred embodiment, the CPU 33 reads the past game lottery data fromthe RAM 37, and directs the RAM 37 to store the current game lotterydata in addition to the read past game lottery data. At this time, theRAM 37 stores not only the current game lottery data but also dataindicating the symbol marks that have actually been stopped anddisplayed in the current game.

[0082] [Return Operation in Game Machine]

[0083]FIG. 7 is a flowchart showing the flow of operation of the gamemachine. The procedure shown in this flowchart is a processing routinethat is performed concurrently with the subroutine of the game machine 2shown in FIG. 6. This processing routine is started when a player's playstatus is detected.

[0084] Referring to FIG. 7, as soon as a player starts a game on thegame machine 2, the CPU 33 in the game machine 2 sets an upper limitvalue that is used as a standard on return execution (step S21). Theterm “upper limit value” means the number of medals etc. as a gamemedium (a credit cumulative consumption), which are used for performinga game on a slot game machine, for example. Therefore, a return isexecuted through the slot game machine when the number of medals used bythe player reaches the upper limit value.

[0085] This upper limit value setting is attainable by various styles.For example, there are the following styles of: i) using a preset upperlimit value; ii) setting an upper limit by the owner of the gamemachine; and iii) automatically changing the upper limit according tothe play status.

[0086] Following is the style of using a preset upper limit value amongthe above-mentioned styles. In this instance, the preset upper limitvalue is stored in the RAM 37, and the CPU 33 reads data of the upperlimit value from the RAM 37 and completes the upper limit value setting.

[0087] Upon completing the above-mentioned upper limit value setprocessing, the CPU 33 adds the number of medals thrown by the player asa game medium (step S22), based on the result of the processing of stepS11 shown in FIG. 6.

[0088] A medal sensor (not shown) contained in the game machine 2 countsmedals thrown in through the throw-in slot 15. Of the counted numberdata, the number of medals actually used for the game as a consumedmedal data is stored by adding into a credit cumulative consumption data(data of medals consumed in the past). This cumulative consumption datais initialized when the player terminates the game. The player sensor 21detects termination of a player's game (or player change). By resettingthe cumulative consumption data before a player starts a game, a fairreturn according to the game medium (credit) consumption is guaranteedto all players.

[0089] The above-mentioned cumulative consumption data is stored in theRAM 37. The CPU 33 reads cumulative consumption data from the RAM 37 andadds consumption data during the above-mentioned sequence of games intothe read cumulative consumption data, so that data of this additionresult is stored in the RAM 37, as update cumulative consumption data.

[0090] Upon completing the above-mentioned throw-in medal numberaddition processing, the CPU 33 judges whether the cumulativeconsumption reaches the upper limit (step S23).

[0091] This judgment is attainable by comparing i) the cumulativeconsumption data stored in the RAM 37 in step S22; and ii) the upperlimit value set in step S21. That is, the CPU 33 compares the above twodata stored in the RAM 37 and judges whether the number of medals thatthe player threw in the game machine 2 reaches the upper limit.

[0092] When the CPU 33 judges that the cumulative consumption does notreach the upper limit value, the CPU 33 returns the processing to stepS22, and resumes the throw-in medal number addition processing.

[0093] On the other hand, when the CPU 33 judges that the cumulativeconsumption reaches the upper limit value, the CPU 33 sends the resultof the judgment to the server 1 (step S24). Specifically, the CPU in thegame machine 2 sends i) a signal indicating that the cumulativeconsumption reaches the upper limit value; ii) data of the upper limitvalue set in step S21 and iii) data of return rate to be describedlater, to the server 1 via the communication interface circuit 41 withthe game machine 2.

[0094] The signal indicating arrival at the upper limit is expressed forexample by numerical value of “1”. The signal indicating that thecumulative consumption reaches the upper limit is accompanied by asignal designating the game machine 2 (i.e., data that identify among aplurality game machines 2 under the control of the server 1). Forexample, if an identification-number, e.g., “123”, is assigned to thegame machine 2 among a plurality of game machines under the control ofthe server 1, a signal of “1-123”, wherein the numerical value “1” asthe signal indicating arrival at the upper limit is affixed ahead of theidentification-number “123” of the game machine 2, is sent to the sever1.

[0095] The upper limit value data is stored in the RAM 37, as describedabove. The upper limit value is data used for determining the number ofreturn medals when a return is executed to the player. The number ofreturn medals is calculated by multiplying the upper limit value by areturn rate to be described later.

[0096] Further, the RAM 37 in the game machine 2 stores data about areturn rate at which a return is executed with respect to the upperlimit value of the game machine 2. This return rate data is displayed onthe indicator 19 and says, for example, “when 25,000YEN is consumed,5,000YEN is returned,” and the same is also sent to the server 1.

[0097] Upon completing the upper-limit-arrival signal sendingprocessing, the CPU 33 in the game machine 2 waits for a returninstruction (step S25). The term “return instruction” means a signalthat is sent from the server 1 to the game machine 2 of which cumulativeconsumption reaches the upper limit. This signal is also used forcontrolling the timing of return etc. All the while waiting for thereturn instruction, the game machine 2 allows for the player's play.

[0098] In the above-mentioned return instruction waiting status, the CPU33 judges whether notification should be executed or not (step S26). Theterm “notification” means to notify the player that the number of medalsthrown into the game machine 2 reaches the upper limit.

[0099] As a style of the notification judgment processing, there is onethat merely judges whether notification should be executed, and one thatjudges the timing at which notification should be executed. Following isthe former style.

[0100] By referring to data stored in the RAM 37, the CPU 33 judgeswhether this notification should be executed (step S27). The RAM 37stores data about execution of notification. Concretely, data of “1” isassigned when notification is executed, and data of “0” is assigned whenno notification is executed. These data may be preset or set properly bythe owner of the game machine etc.

[0101] When the data stored in the RAM 37 is “1”, the CPU 33 notifies aplayer that the cumulative throw-in medal number of the game machine 2that this player is performing a game reaches the upper limit (stepS28). This notification may be executed by using an illuminatorcontained in the game machine 2. Alternatively, the game machine 2 mayhave a display part that performs notification to the player. Anynotification means for informing the player that he/she has passedthrough the upper limit may be employed, whether it be provided unitarywith the game machine 2.

[0102] Upon completing notification processing, or upon judgingnon-execution of notification, the CPU 33 judges whether a returninstruction is received (step S29).

[0103] This return instruction is one that the game machine 2 waits forsending from the server 1 in step S25. The server 1 sends this returninstruction without fail to the game machine 2 employing a style that areturn is executed every time the player reaches the upper limit, aswell as the game machine 2 employing other style that a return is notalways executed when the player reaches the upper limit.

[0104] The server 1 sends a return instruction signal at a predeterminedtiming to the game machine 2 via the communication interface 53. The CPU33 in the game machine 2 receives the return instruction signal via thecommunication interface circuit 41 and input/output bus 32. Uponreceiving no return instruction signal the CPU 33 returns the processingto step S25 and waits for a return instruction again.

[0105] Upon receiving the return instruction, the CPU 33 executes returnprocessing (step S30). This return processing is executed based on thereturn instruction issued from the server 1 in step S29, morespecifically, based on data contained in the return instruction thatindicate a return rate at which a return is executed to the game machine2.

[0106] In the above-mentioned game machine employing the style that areturn is executed every time the throw-in medal number reaches theupper limit, a return is executed with the number of medals that iscalculated on the server 1, mainly based on: i) the upper limit datastored in the RAM 37; and ii) return rate data. Based on the returninstruction from the server 1, the CPU 33 enters a return mode bychanging a return mode flag to “1”, and directs the RAM 37 totemporarily store a return-medal number. In this return mode, thecontents of the internal lottery processing (step S13) and medal payoutprocessing (step S18) are different from that shown in the procedureshown in FIG. 6. Specifically, upon entering the return mode, the CPU 33forcedly produces a “big prize” in the above-mentioned internal lotteryprocessing (step S13) in the ongoing procedure. Then, the CPU 33 readsthe return-medal number contained in the received return instructionfrom RAM 37, in the above-mentioned medal payout processing (step S18),and pays out the number of medals corresponding to the read return-medalnumber. Return-medal number calculation processing on the server 1 willbe described later. Upon completing the medal payout processing (stepS18) in the return mode, the CPU 33 changes the return mode flag to “0”,and returns to the normal game mode.

[0107] In a game machine 2 to which a return has been executed, the CPU33 in this game machine 2 resets consumption data stored in the RAM 37.In this way, consumption counting is renewed every time resetting isperformed. The resetting of consumption data is executed according toprogram that is stored in the ROM 36, receiving the instruction from CPU33.

[0108] Upon completing this return processing, the CPU 33 returns to theupper limit value setting processing shown in FIG. 7 (step S21), andrepeats the above-mentioned sequence of processing.

[0109] Although the return is executed by forcedly producing the “bigprize” in the foregoing, a probability table that is stored in the RAM37 and used for producing a big prize may be altered. This probabilitytable is used for setting the range of random numbers generated by therandom generator 38 (see FIG. 4) which can produce a big prize. A narrowrange set by this probability table permits a low probability of “bigprize”, whereas a wide range permits a high probability. Therefore, whena return instruction is sent from the server 1 to a game machine 2, theCPU 33 in this game machine 2 alters the probability table based on thereceived return instruction. At this time, a return is executed byincreasing the probability of “big prize.”

[0110] In this preferred embodiment, it is possible to employ a stylethat a return is not always executed when the throw-in medal number ofthe game machine 2 reaches the upper limit. In this instance, when noreturn is executed, the CPU 33 resets consumption data stored in the RAM37, as required. In this way, consumption data counting is renewed everytime that resetting is performed.

[0111] [Operation of Game Server]

[0112]FIG. 8 is a flowchart showing an operation flow when a game serverprepares a return. This operation is to be repeated all the time on theserver 1.

[0113] Referring to FIG. 8, the server 1 always holds some of medalsthat are game media thrown in each game machine 2, in order to execute areturn to a game machine 2 under control of the server 1, when itreaches the upper limit. That is, the CPU 51 in the server 1 is waitingfor the result of throw-in game medium from each game machine 2 (stepS41).

[0114] As the game medium that the game player uses on each game machine2, it is possible to use any tangible matters such as medals, winningballs, and coins, each being used generally. Besides these tangiblematters, any intangible matters may be used which can be expressed innumerical value data and be sent and received during play.

[0115] The term “throw-in” means the following action that a playermakes a game machine recognize a game medium used for playing a game,irrespective of the game medium style. Therefore, not only a medal etc.that is thrown in through the throw-in slot 15 and detected by the medalsensor (not shown) contained in the game machine 2, but also numericalvalue data that the player decides to use for playing a game becomes acandidate for thrown-in.

[0116] In the status that the server 1 is waiting for a game mediumthrow-in, the CPU 51 in the server 1 judges whether game medium throw-indata is received at a predetermined timing (step S42).

[0117] In this preferred embodiment, medals are used as a game medium,and the player continues a game on each game machine 2, while throwingin medals via the throw-in slot 15. The medal sensor in the game machine2 detects the throw-in medals, so that they are counted and made into anumerical value as data. This numerical value data is stored in the RAM37 in the game machine 2, as cumulative consumption data. Thiscumulative consumption data is sent at a predetermined timing to theserver 1 via the communication interface circuit 41.

[0118] The server 1 receives this cumulative consumption data via thecommunication interface 53, so that a predetermined percent of this datais properly stored (held) in the memory 52, based on an instruction ofthe CPU 51.

[0119] When the above-mentioned throw-in data is not received in thejudgment processing in step 42, the CPU 51 returns the processing tostep S41. Upon receiving the throw-in data, the CPU 51 holds apredetermined percent of consumption (step S43).

[0120] As stated above, the server 1 holds in advance some of game mediathat are used for a return to the game machines 2 under control of theserver 1. The holding amount differs from one server to another. Theholding amount can be calculated by multiplying a predetermined rate bythe cumulative consumption data of each game machine 2 that the server 1receives.

[0121] In this holding processing, the server 1 sends a numerical valuedata corresponding to the holding amount calculated by the CPU 51, tothe game machine 2 via the communication interface 53. Upon receivingthe numerical value data, the CPU 33 in the game machine 2 directs theRAM 37 to store, as holding data, the numerical value data that is partof the cumulative consumption data.

[0122] Upon completing the holding processing, the CPU 51 returns theprocessing again to the throw-in data waiting processing in step S41,and repeats the above-mentioned sequence of processing.

[0123]FIG. 9 is a flowchart showing an operation flow when a game serverexecutes a return. This operation is to be repeated all the time.Referring to FIG. 9, firstly, the CPU 51 in the server 1 determines areturn destination by lottery (step S51).

[0124] This return destination lottery is performed when employing thestyle that a return is not always executed to the game machine 2reaching the upper limit. As a lottery style, there are for example: i)“a return is executed to a game machine that is the N-th to reach theupper limit,” and ii) “a return is executed to a game machine, the endof which machine-number meets a lottery-number.” In the case ofemploying the style that a return is executed every time a game machinereaches the upper limit, there are for example lottery results that: i)“a return is executed to a game machine that is the first to reach theupper limit; and ii) “a return is executed to a game machine, the end ofwhich machine-number meets 0, 1, . . . 9, as a lottery-number (i.e., allthe machine numbers are designated).” Meanwhile, when employing thestyle of executing a return without fail, all the game machines thatreach the upper limit are return candidates in step S51. Thus, in thecase of reliably executing a return, the CPU 51 performs a lottery fordetermining the timing of the return to the game machine 2 that becomesa return destination when its credit consumption reaches the upperlimit. Specifically, a return to the next succeeding game machine 2 ofwhich consumption reaches the upper limit is executed according to thefollowing result; (i) when the N-th number of game is performed on thegame machine 2; or (ii) immediately after reaching the upper limit.

[0125] The CPU 51 directs these lottery results to be stored in thememory 52.

[0126] Upon completing this return destination lottery processing, theCPU 51 waits for the upper limit arrival result sent from each gamemachine 2 (step S52). As described with reference to FIG. 6, the upperlimit arrival result indicates that the game medium thrown in the gamemachine 2 reaches a preset amount. Specifically, the upper limit arrivaljudgment is made on the game machine 2. When this judgment result isthat the game medium number reaches the upper limit, this result is sentto the server 1. The server 1 waits for the upper limit arrival resultvia the communication interface 53.

[0127] While the server 1 is waiting for the upper limit arrival result,the CPU 51 in the server 1 judges whether the upper limit arrival resultis received at a predetermined timing (step S53). When the CPU 51 judgesthat the upper limit arrival result is received, the CPU 51 moves theprocessing to the step S54. On the other hand, when the CPU 51 does notjudge so, the CPU 51 returns the processing to step S52, and repeats theprocessing in step S53.

[0128] Upon moving to the processing of step S54, the CPU 51 judgeswhether the game machine 2 that has sent the upper limit arrival resultis a return destination. This judgment is made based on the dataproduced by the lottery performed in step S51. That is, the CPU 51refers to data stored in the memory 52 and compares this reference datawith data appended to the upper limit arrival result. For example, whena lottery result is “a return will be executed to a game machine, theend of which machine-number meets a lottery-number,” the CPU 51 readsdata of the game machine's identification-number appended to the abovelottery result and judges whether the end of this number is meets thelottery-number.

[0129] In the case of employing the style that a return is executedevery time the upper limit arrival is attained, a positive result isalways obtained in the return destination judgment processing.

[0130] When the CPU 51 judges that it is not the return destination, theCPU 51 sends a signal indicating non-execution of return in a processingof sending a return control signal to be described later. An instructionof the CPU 51 directs this signal to be sent to the game machine 2 viathe communication interface 53.

[0131] Upon obtaining a positive result in the return destinationjudgment processing, the CPU 51 determines the timing of a return (stepS55).

[0132] Various return timing styles can be considered. There are forexample, i) to the game machine 2 that has reached the upper limit andcorresponds to the return destination, a return is forcedly executedimmediately after all the processing on the server 1 are completed; andii) a return is executed after an elapse of a predetermined period oftime from the completion of all the processing on the server 1.

[0133] This return timing judgment processing is to judge which one ofthe above two timings is to be used for executing a return. If a returntiming is predetermined uniquely, this return timing is employed. On theother hand, in the case of determining a return timing by lottery, theCPU 51 randomly selects one from a plurality of candidates stored in thememory 52 (e.g., “immediately”, “after the X-th game”, “after Xminutes”, and “when the next big prize occurs”) in step S55.

[0134] Relating to return timing, various timings are determined bylottery (timing lottery) as described above. In the above-mentioned stepS55, however, the credit consumption of a certain game machine 2 hasalready reached the upper limit. Therefore, in step S55, the CPU 51directs this game machine 2 to display that “a return timing lottery wasexecuted,” so that the player is informed of a return to be executed atone of the above-mentioned timings. Accordingly, the player will stay atthe same game machine 2 and continue the game.

[0135] Upon completing the return timing judgment processing, the CPU 51judges whether a return timing is established (step S56).

[0136] The above-mentioned return timing is determined in step S55 andstored in the memory 52 in the server 1. For example, if given, as thisstored data, a temporal timing such as “after a few minutes from theupper limit arrival,” a timer (not shown) contained in the server 1 isused to wait this timing. If given a timing corresponding to theplayer's game circumstances such as “after the player performs the 20thgame from the upper limit arrival,” various sensors contained in thegame machine 2 are used and, when predetermined conditions aresatisfied, the CPU 33 in the game machine 2 sends the server 1 a signalindicating the contents of this timing. In either case, the CPU 51directs the game machine 2 to display the timing of a return on theindicator 19 etc., in order to inform the player that the return will beexecuted.

[0137] In other words, the server 1 performs the processing in step S56,in order to start a return-related processing when the return timing isestablished. When the CPU 51 judges that the return timing is notestablished, the CPU 51 returns the processing to step S55, and resumesthe processing from step S55. On the other hand, when the CPU 51 judgesthat the return timing is established, the CPU 51 refers to the gamemedium amount (number) held in step S43, and determines the amount ofreturn (step S57).

[0138] The return amount to the game machine 2 is managed by using thegame media held in step S43 (see FIG. 8). Usually, upon reaching of theupper limit arrival, a return is executed by the amount that is obtainedby multiplying the upper limit by a preset return rate. In thisinstance, the server 1 calculates (i) the return number based on theupper limit data contained in the upper limit arrival result and (ii)return rate data (these data are sent from the game machine 2). Inaddition to the usual return number, the server 1 executes more returnat a predetermined probability, based on data indicating a return ratesent from the game machine 2. This return operation is a mode into whichthe CPU 51 enters by detecting the holding number stored in the memory52. The CPU 51 determines a predetermined return number, irrespective ofthe data indicating the return rate sent from the game machine 2. Thisreturn number is far larger than that in other return, thereby furtherincreasing game characteristics.

[0139] Upon completing this return number determination processing, theCPU 51 sends a return control signal to the game machine 2 (step S58).The return control signal sent from the server 1 to each game machine 2can be classified into two types. To a game machine 2 that is judged asbeing return destination in the above-mentioned return destinationjudgment processing (step S54), the value of “1” indicating the returndestination is appended to part of a return control signal. On the otherhand, to a game machine 2 that is judged as not being returndestination, the value of “0” indicating so is appended to part of areturn control signal. In the case of employing the style that a returnis executed every time the upper limit arrival is attained, the value of“1” may be set to every return control signal.

[0140] Additionally, the above-mentioned return control signal alsocontains data for determining the degree of return.

[0141] An instruction of the CPU 51 directs the entire data includingthis data (i.e., a return control signal) to be sent to a game server 2via the communication interface 53. Upon receiving the return controlsignal, the game machine 2 performs a return based on this returncontrol signal.

[0142] Upon completing the above-mentioned control signal sendingprocessing, the CPU 51 subtracts a holding number (step S59).

[0143] The term “holding number” means the number of game media held inthe memory 52 with the server 1, in step S43 shown in FIG. 8. The heldgame media are used for executing a return to each game machine 2. It istherefore necessary to subtract the number of game media correspondingto the payout number every time the return is completed.

[0144] In this holding number subtraction processing, data updated bythe subtraction is newly stored in the memory 52. In the instance thatthe return number to the game machine 2 is changed depending on the playstatus, the following construction may be employed. Upon completing thereturn to the game machine 2, the CPU 33 with the game machine 2 sendsthe server 1 data indicating the payout number to the player. Uponreceiving this data, the server 1 moves to the subtraction processing.

[0145] Upon completing the above-mentioned holding amount subtractionprocessing, the CPU 51 returns the processing to step S51, and resumesthe processing from the return destination lottery processing.

[0146] As stated above, the game medium (credit number) thrown in eachgame machine 2 is temporarily held therein and, at a predeterminedtiming, the number of game media stored until then is sent to the server1 as a credit cumulative consumption. In this preferred embodiment, theserver 1 calculates a predetermined rate of the cumulative consumptionsent from each game machine 2, and the server 1 stores the calculationresult as a holding number. As an alternative, a previously calculatedresult may be sent from each game machine 2 to the server 1.

[0147] [Operations and Effects]

[0148] Preferred embodiments produce mainly following operations andeffects.

[0149] (1) The server 1 holds the number of game media that is obtainedby multiplying the cumulative consumption of credit (game media) in eachgame machine 2 by a predetermined rate. Based on this holding number,the server 1 executes a return at a predetermined return rate to thegame machine 2 on which the game medium cumulative consumption of oneplayer exceeds a certain amount. Thereby, the player is guaranteed to areturn by performing a game with the same game machine 2 for a while. Itis therefore avoidable that a player loses enthusiasm for the game andkeeps away from the hall.

[0150] (2) Some of players may terminate the game before receiving areturn. In this occasion, the number of game media held by the server 1is increased thereby to increase the amount of return.

[0151] (3) When executing a return to the game machine 2, the server 1determines its timing by lottery, so that the return to be reliablyexecuted occurs at different timings, and also directs the game machine2 to display the lottery result. This thrills the player withexpectation of the return.

[0152] (4) The player is detected, and a return is executed based on theresult of the detection. Thereby, the return is executed to the playersatisfying the return conditions, other words, although a return isperformed via a game machine 2, the return is executed to the playersatisfying the conditions (i.e., the credit cumulative consumption) inthe game machine 2. Therefore, this player can perform a game with theassurance that “a return is guaranteed by continuously performing a gameon the same game machine.” In addition, the result of the return timinglottery is displayed, thereby keeping this game player at the same gamemachine 2 and continue the game.

[0153] (5) When a player terminates the game on a certain game machine2, the credit cumulative consumption of this player is reset.Accordingly, every time the player of a game machine 2 is changed toother player, the credit consumption in the game machine is counted fromzero. Therefore, the return under predetermined conditions is executableto every player without unfairness. In addition, when executing thisreturn, the return timing lottery result is displayed, thereby keepingthe player long at the same game machine so as to continue the game.

[0154] While but one embodiment of the invention has been shown anddescribed, it will be understood that many changes and modifications maybe made therein without departing from the spirit or scope of thepresent invention.

What is claimed is:
 1. A game server comprising: a plurality of gamemachines which are brought into a status enabling to start a game basedon a throw-in coin number or given credit number, and which aresubjected to payout according to a result of said game, wherein saidgame server collectively controlling a plurality of the game machines;first sending means for sending a control signal for reliably executinga return at a predetermined return rate to one of the game machines thata player is performing the game, when a cumulative coin or creditconsumption reaches a predetermined upper limit by the player based oninformation about coin or credit consumption in the one of the gamemachines that the player is performing the game; and second sendingmeans for sending a display control signal for displaying a timinglottery result to the game machine that the player is performing thegame when a return is discharged based on a result of a timing lotteryfor determining the timing of said return.
 2. The game server accordingto claim 1 wherein said display control signal is to direct said gamemachine to perform a display only for notifying that said timing lotterywas performed.
 3. A method for collectively controlling a plurality ofgame machines, comprising the steps of; bringing each of the gamemachines into a status enabling to start a game based on a throw-in coinnumber or given credit number; subjecting each of the game machines topayout according to a result of said game; detecting whether cumulativecoin or credit consumption of a player reaches a predetermined upperlimit based on information about coin or credit consumption of one ofgame machines that a player is performing a game; reliably executing areturn at a predetermined return rate to said one of the game machinesthat said player is performing the game when a result of said detectingstep is that said cumulative coin or credit consumption of said playerreaches said predetermined upper limit; timing lottery for determining atiming at which a return is executed; and displaying a result of saidlottery step on said game machine that said player performs the game. 4.The method according to claim 3 wherein in said display step, said gamemachine is subjected to display control only for notifying that saidtiming lottery was performed, as the result of said timing lottery.
 5. Agame system, comprising: a plurality of game machines, each of whichbeing brought into a status enabling to start a game based on a throw-incoin number or given credit number and, each of which being subjected topayout according to a result of said game; and a game server forcollectively controlling a plurality of said game machines; each of saidgame machine including; return means for reliably executing a return ata predetermined return rate and at a predetermined timing to a player inaccordance with a control signal from said game server, when saidcumulative consumption reaches said predetermined upper limit based oninformation about coin or credit consumption in the game machine thatthe player is performing the game; and display means for displaying saidtiming lottery result based on a display control signal from said gameserver when said return means executes a return based on the result of atiming lottery for determining the timing of said return.
 6. The gamesystem according to claim 5 wherein said timing lottery result isdisplayed only for notifying that said timing lottery was performed.